monster_furniture
(Redirected from Monster furniture)
monster_furniture
is a point entity available in Half-Life, Half-Life: Opposing Force, and Half-Life: Blue Shift. Used in scripted sequences (scripted_sequence and aiscripted_sequence) involving furniture models.
Key Values
Note:Some keyvalues, spawnflags, or effect flags might not affect an monster, based on the functionality and coding of the monster.
- Animation Sequence (editor)
(sequence)
<integer>
- Model
(model)
<model path> - Model to display (MDL, BSP, or SPR). Relative to mod folder.
ZHLT:
- Copy lighting from (VHLT+)
(zhlt_copylight)
<targetname> - Copies the lighting from the named entity to the nearest lightmap luxel below this entity's origin.
- Tip:To avoid having the copied lighting visibly affecting the brush lighting, put a 16x16x1 func_detail with
zhlt_noclip
enabled directly below this model's origin. Texture the top face withblack_HIDDEN
, and the rest of the faces withSKIP
. - Model shadows (UMHLT, SDHLT)
(zhlt_studioshadow)
<boolean> - Enable to cast shadows from MDLs found in the
model
KV. - Model shadow mode (SDHLT)
(zhlt_shadowmode)
<choices> - 0 - Use Bounding Box
- 1 - Use triangles (default)
- 2 - Use Bounding boxes of triangles
Monster:
- TriggerTarget
(TriggerTarget)
<targetname> - Name of entity to target when the trigger conditions are met.
- Trigger Condition
(TriggerCondition)
<choices> - Condition to use for TriggerTarget
- 0 : "No Trigger"
- 1 : "See Player, Mad at Player"
- 2 : "Take Damage"
- 3 : "50% Health Remaining"
- 4 : "Death"
- 7 : "Hear World"
- 8 : "Hear Player"
- 9 : "Hear Combat"
- 10: "See Player Unconditional"
- 11: "See Player, Not In Combat"
Target:
- Target
(target)
<targetname> - The targetname of the first
path_corner
in a path this monster will move to when spawned.
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; seefunc_conveyor
for more information.
- Pitch Yaw Roll (Y Z X)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- Wait Till Seen : [
1
] - Gag : [
2
] - Monster Clip : [
4
] - Prisoner : [
16
] - Wait For Script : [
128
] - Pre-Disaster : [
256
] - Fade Corpse : [
512
]